Carlo Metta

LG
h-index30
12papers
71citations
Novelty37%
AI Score28

12 Papers

NEJan 3, 2023Code
Increasing biases can be more efficient than increasing weights

Carlo Metta, Marco Fantozzi, Andrea Papini et al.

We introduce a novel computational unit for neural networks that features multiple biases, challenging the traditional perceptron structure. This unit emphasizes the importance of preserving uncorrupted information as it is passed from one unit to the next, applying activation functions later in the process with specialized biases for each unit. Through both empirical and theoretical analyses, we show that by focusing on increasing biases rather than weights, there is potential for significant enhancement in a neural network model's performance. This approach offers an alternative perspective on optimizing information flow within neural networks. See source code at https://github.com/CuriosAI/dac-dev.

IVJan 18, 2023
Exemplars and Counterexemplars Explanations for Image Classifiers, Targeting Skin Lesion Labeling

Carlo Metta, Riccardo Guidotti, Yuan Yin et al.

Explainable AI consists in developing mechanisms allowing for an interaction between decision systems and humans by making the decisions of the formers understandable. This is particularly important in sensitive contexts like in the medical domain. We propose a use case study, for skin lesion diagnosis, illustrating how it is possible to provide the practitioner with explanations on the decisions of a state of the art deep neural network classifier trained to characterize skin lesions from examples. Our framework consists of a trained classifier onto which an explanation module operates. The latter is able to offer the practitioner exemplars and counterexemplars for the classification diagnosis thus allowing the physician to interact with the automatic diagnosis system. The exemplars are generated via an adversarial autoencoder. We illustrate the behavior of the system on representative examples.

LGSep 17, 2024
Volvo Discovery Challenge at ECML-PKDD 2024

Mahmoud Rahat, Peyman Sheikholharam Mashhadi, Sławomir Nowaczyk et al.

This paper presents an overview of the Volvo Discovery Challenge, held during the ECML-PKDD 2024 conference. The challenge's goal was to predict the failure risk of an anonymized component in Volvo trucks using a newly published dataset. The test data included observations from two generations (gen1 and gen2) of the component, while the training data was provided only for gen1. The challenge attracted 52 data scientists from around the world who submitted a total of 791 entries. We provide a brief description of the problem definition, challenge setup, and statistics about the submissions. In the section on winning methodologies, the first, second, and third-place winners of the competition briefly describe their proposed methods and provide GitHub links to their implemented code. The shared code can be interesting as an advanced methodology for researchers in the predictive maintenance domain. The competition was hosted on the Codabench platform.

LGNov 27, 2023
GloNets: Globally Connected Neural Networks

Antonio Di Cecco, Carlo Metta, Marco Fantozzi et al.

Deep learning architectures suffer from depth-related performance degradation, limiting the effective depth of neural networks. Approaches like ResNet are able to mitigate this, but they do not completely eliminate the problem. We introduce Globally Connected Neural Networks (GloNet), a novel architecture overcoming depth-related issues, designed to be superimposed on any model, enhancing its depth without increasing complexity or reducing performance. With GloNet, the network's head uniformly receives information from all parts of the network, regardless of their level of abstraction. This enables GloNet to self-regulate information flow during training, reducing the influence of less effective deeper layers, and allowing for stable training irrespective of network depth. This paper details GloNet's design, its theoretical basis, and a comparison with existing similar architectures. Experiments show GloNet's self-regulation ability and resilience to depth-related learning challenges, like performance degradation. Our findings suggest GloNet as a strong alternative to traditional architectures like ResNets.

AIOct 14, 2022
Artificial intelligence and renegotiation of commercial lease contracts affected by pandemic-related contingencies from Covid-19. The project A.I.A.Co

Maurizio Parton, Marco Angelone, Carlo Metta et al.

This paper aims to investigate the possibility of using artificial intelligence (AI) to resolve the legal issues raised by the Covid-19 emergency about the fate of continuing execution contracts, or those with deferred or periodic execution, as well as, more generally, to deal with exceptional events and contingencies. We first study whether the Italian legal system allows for ''maintenance'' remedies to cope with contingencies and to avoid the termination of the contract, while ensuring effective protection of the interests of both parties. We then give a complete and technical description of an AI-based predictive framework, aimed at assisting both the Magistrate (in the course of litigation) and the parties themselves (in out-of-court proceedings) in the redetermination of the rent of commercial lease contracts. This framework, called A.I.A.Co. for Artificial Intelligence for contract law Against Covid-19, has been developed under the Italian grant ''Fondo Integrativo Speciale per la Ricerca''.

LGSep 20, 2024
Achieving Predictive Precision: Leveraging LSTM and Pseudo Labeling for Volvo's Discovery Challenge at ECML-PKDD 2024

Carlo Metta, Marco Gregnanin, Andrea Papini et al.

This paper presents the second-place methodology in the Volvo Discovery Challenge at ECML-PKDD 2024, where we used Long Short-Term Memory networks and pseudo-labeling to predict maintenance needs for a component of Volvo trucks. We processed the training data to mirror the test set structure and applied a base LSTM model to label the test data iteratively. This approach refined our model's predictive capabilities and culminated in a macro-average F1-score of 0.879, demonstrating robust performance in predictive maintenance. This work provides valuable insights for applying machine learning techniques effectively in industrial settings.

LGJun 18, 2024Code
A Systematization of the Wagner Framework: Graph Theory Conjectures and Reinforcement Learning

Flora Angileri, Giulia Lombardi, Andrea Fois et al.

In 2021, Adam Zsolt Wagner proposed an approach to disprove conjectures in graph theory using Reinforcement Learning (RL). Wagner's idea can be framed as follows: consider a conjecture, such as a certain quantity f(G) < 0 for every graph G; one can then play a single-player graph-building game, where at each turn the player decides whether to add an edge or not. The game ends when all edges have been considered, resulting in a certain graph G_T, and f(G_T) is the final score of the game; RL is then used to maximize this score. This brilliant idea is as simple as innovative, and it lends itself to systematic generalization. Several different single-player graph-building games can be employed, along with various RL algorithms. Moreover, RL maximizes the cumulative reward, allowing for step-by-step rewards instead of a single final score, provided the final cumulative reward represents the quantity of interest f(G_T). In this paper, we discuss these and various other choices that can be significant in Wagner's framework. As a contribution to this systematization, we present four distinct single-player graph-building games. Each game employs both a step-by-step reward system and a single final score. We also propose a principled approach to select the most suitable neural network architecture for any given conjecture, and introduce a new dataset of graphs labeled with their Laplacian spectra. Furthermore, we provide a counterexample for a conjecture regarding the sum of the matching number and the spectral radius, which is simpler than the example provided in Wagner's original paper. The games have been implemented as environments in the Gymnasium framework, and along with the dataset, are available as open-source supplementary materials.

LGMar 6, 2025
Explainable AI in Time-Sensitive Scenarios: Prefetched Offline Explanation Model

Fabio Michele Russo, Carlo Metta, Anna Monreale et al.

As predictive machine learning models become increasingly adopted and advanced, their role has evolved from merely predicting outcomes to actively shaping them. This evolution has underscored the importance of Trustworthy AI, highlighting the necessity to extend our focus beyond mere accuracy and toward a comprehensive understanding of these models' behaviors within the specific contexts of their applications. To further progress in explainability, we introduce Poem, Prefetched Offline Explanation Model, a model-agnostic, local explainability algorithm for image data. The algorithm generates exemplars, counterexemplars and saliency maps to provide quick and effective explanations suitable for time-sensitive scenarios. Leveraging an existing local algorithm, \poem{} infers factual and counterfactual rules from data to create illustrative examples and opposite scenarios with an enhanced stability by design. A novel mechanism then matches incoming test points with an explanation base and produces diverse exemplars, informative saliency maps and believable counterexemplars. Experimental results indicate that Poem outperforms its predecessor Abele in speed and ability to generate more nuanced and varied exemplars alongside more insightful saliency maps and valuable counterexemplars.

AIJan 31, 2022
Score vs. Winrate in Score-Based Games: which Reward for Reinforcement Learning?

Luca Pasqualini, Gianluca Amato, Marco Fantozzi et al.

In the last years, the DeepMind algorithm AlphaZero has become the state of the art to efficiently tackle perfect information two-player zero-sum games with a win/lose outcome. However, when the win/lose outcome is decided by a final score difference, AlphaZero may play score-suboptimal moves because all winning final positions are equivalent from the win/lose outcome perspective. This can be an issue, for instance when used for teaching, or when trying to understand whether there is a better move. Moreover, there is the theoretical quest for the perfect game. A naive approach would be training an AlphaZero-like agent to predict score differences instead of win/lose outcomes. Since the game of Go is deterministic, this should as well produce an outcome-optimal play. However, it is a folklore belief that "this does not work". In this paper, we first provide empirical evidence for this belief. We then give a theoretical interpretation of this suboptimality in general perfect information two-player zero-sum game where the complexity of a game like Go is replaced by the randomness of the environment. We show that an outcome-optimal policy has a different preference for uncertainty when it is winning or losing. In particular, when in a losing state, an outcome-optimal agent chooses actions leading to a higher score variance. We then posit that when approximation is involved, a deterministic game behaves like a nondeterministic game, where the score variance is modeled by how uncertain the position is. We validate this hypothesis in AlphaZero-like software with a human expert.

CVNov 22, 2021
Explainable Deep Image Classifiers for Skin Lesion Diagnosis

Carlo Metta, Andrea Beretta, Riccardo Guidotti et al.

A key issue in critical contexts such as medical diagnosis is the interpretability of the deep learning models adopted in decision-making systems. Research in eXplainable Artificial Intelligence (XAI) is trying to solve this issue. However, often XAI approaches are only tested on generalist classifier and do not represent realistic problems such as those of medical diagnosis. In this paper, we analyze a case study on skin lesion images where we customize an existing XAI approach for explaining a deep learning model able to recognize different types of skin lesions. The explanation is formed by synthetic exemplar and counter-exemplar images of skin lesion and offers the practitioner a way to highlight the crucial traits responsible for the classification decision. A survey conducted with domain experts, beginners and unskilled people proof that the usage of explanations increases the trust and confidence in the automatic decision system. Also, an analysis of the latent space adopted by the explainer unveils that some of the most frequent skin lesion classes are distinctly separated. This phenomenon could derive from the intrinsic characteristics of each class and, hopefully, can provide support in the resolution of the most frequent misclassifications by human experts.

AIMay 26, 2019
SAI: a Sensible Artificial Intelligence that plays with handicap and targets high scores in 9x9 Go (extended version)

Francesco Morandin, Gianluca Amato, Marco Fantozzi et al.

We develop a new model that can be applied to any perfect information two-player zero-sum game to target a high score, and thus a perfect play. We integrate this model into the Monte Carlo tree search-policy iteration learning pipeline introduced by Google DeepMind with AlphaGo. Training this model on 9x9 Go produces a superhuman Go player, thus proving that it is stable and robust. We show that this model can be used to effectively play with both positional and score handicap, and to minimize suboptimal moves. We develop a family of agents that can target high scores against any opponent, and recover from very severe disadvantage against weak opponents. To the best of our knowledge, these are the first effective achievements in this direction.

AISep 11, 2018
SAI, a Sensible Artificial Intelligence that plays Go

Francesco Morandin, Gianluca Amato, Rosa Gini et al.

We propose a multiple-komi modification of the AlphaGo Zero/Leela Zero paradigm. The winrate as a function of the komi is modeled with a two-parameters sigmoid function, so that the neural network must predict just one more variable to assess the winrate for all komi values. A second novel feature is that training is based on self-play games that occasionally branch -- with changed komi -- when the position is uneven. With this setting, reinforcement learning is showed to work on 7x7 Go, obtaining very strong playing agents. As a useful byproduct, the sigmoid parameters given by the network allow to estimate the score difference on the board, and to evaluate how much the game is decided.